Effect

From Final Fantasy Hacktics Wiki
Revision as of 14:53, 6 August 2020 by Xifanie (talk | contribs) (Xifanie moved page Event Instruction 18 to Effect)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

{18} Effect

Effect(xEFID,xID,XXX,YYY,x00)

Uses an ability or effect on target Unit. Only one Effect can play at a time or the game will freeze.

Preview videos for each Effect can be found here: http://ffhacktics.com/smf/index.php?topic=4830.0

Some Effects run at a faster speed when used in events rather than as in-battle skills. EventSpeed can sometimes be used to slow them down to normal levels (as with the Lucavi transformations), but sometimes it's still too quick (as with Quake).


See Also: {8A} EffectStart{8B} EffectEnd{E5} WaitForInstruction(x41,x00) ― {1C} EventSpeed


Ability/Effect ID : Half-Word (hex)

For values x0000 to x01FF it casts the appropriate ability on target assigned by Unit ID; the caster is at the tile set (X,Y).

For x0200 and higher, it loads the effect file determined in a list:

(You can edit the said list in BATTLE.BIN at 0x14F77C; 1 half-word each)

  • x0200 ― Effect 1C9 / 457 · Fire Explosion (Fort Zeakden)
  • x0201 ― Effect 1CA / 458 · Strong Fire Explosion (Fort Zeakden)
  • x0202 ― Effect 1CB / 459 · Mini Explosion (Fort Zeakden)
  • x0203 ― Effect 1C8 / 456 · Flood (Bethla Sluice)
  • x0204 ― Effect 1CD / 461 · Velius' Transformation
  • x0205 ― Effect 1CE / 462 · Zalera's Transformation
  • x0206 ― Effect 1CF / 463 · Hashmalum's Transformation
  • x0207 ― Effect 1D1 / 465 · Queklain's Transformation
  • x0208 ― Effect 1D2 / 466 · Adramelk's Transformation
  • x0209 ― Effect 1C4 / 452 · Altima's Ultimate Transformation
  • x020A ― Effect 1DA / 474 · Velius' Death
  • x020B ― Effect 1DB / 475 · Zalera's Death
  • x020C ― Effect 1DC / 476 · Hashmalum's Death
  • x020D ― Effect 1DD / 477 · Queklain's Death/Zalbag's Death
  • x020E ― Effect 1DE / 478 · Adramelk's Death
  • x020F ― Effect 1C7 / 455 · Fire (unknown)
  • x0210 ― Effect 1D3 / 467 · Aries' Glow
  • x0211 ― Effect 1D4 / 468 · Gemini's Glow
  • x0212 ― Effect 1D5 / 469 · Leo's Glow
  • x0213 ― Effect 1D6 / 470 · Virgo's Glow
  • x0214 ― Effect 1D7 / 471 · Scorpio's Glow
  • x0215 ― Effect 1D8 / 472 · Capricorn's Glow
  • x0216 ― Effect 1CC / 460 · Cancer's Restoration spell
  • x0217 ― Effect 1DF / 479 · Stone Glow
  • x0218 ― Effect 1C2 / 450 · Dejeon: Send (Orbonne, battle vs Rofel)
  • x0219 ― Effect 1C6 / 454 · Banish (Murond's entrance)
  • x021A ― Effect 1D0 / 464 · Altima's Transformation
  • x021B ― Effect 1D9 / 473 · Saggitarius' electricity recharge
  • x021C ― Effect 1E3 / 483 · Exploding Smash (Mustadio's House; Worker 8)
  • x021D ― Effect 1C3 / 451 · Scorpio's Revive spell (Rafa revives Malak)
  • x021E ― Effect 1E1 / 481 · Small Electricity (Mustadio's House)
  • x021F ― Effect 1E2 / 482 · Large Electricity (Mustadio's House)
  • x0220 ― Effect 1E0 / 480 · Dejeon: Arrive (Murond's entrance)
  • x0221 ― Effect 1C5 / 453 · End of the World (Altima's Death)
  • x0222 ― Effect 1E6 / 486 · Summon Ultimate
  • x0223 ― Effect 1E4 / 484 · Stone Glow (higher altitude)
  • x0224 ― Effect 1E5 / 485 · Virgo's Holy Angel Revive


Unit ID : Byte (hex)

ID of the unit specified in the ENTD.


X coordinates : Byte (unsigned)

Value of the tile on the X axis.


Y coordinates : Byte (unsigned)

Value of the tile on the Y axis.


Unknown : Byte (hex)

Sometimes x02, other times x01 but almost always x00.